Removes a bunch of sleeps/spawns and makes a few booleans defines
This commit is contained in:
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CitadelStationBot
parent
b200389630
commit
b20e5916ea
@@ -24,8 +24,10 @@
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synthesizing = TRUE
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to_chat(owner, "<span class='notice'>You feel less hungry...</span>")
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owner.nutrition += 50
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sleep(50)
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synthesizing = FALSE
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addtimer(CALLBACK(src, .proc/synth_cool), 50)
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/obj/item/organ/cyberimp/chest/nutriment/proc/synth_cool()
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synthesizing = FALSE
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/obj/item/organ/cyberimp/chest/nutriment/emp_act(severity)
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if(!owner)
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@@ -253,6 +253,7 @@
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var/static/regex/honk_words = regex("ho+nk") //hooooooonk
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var/static/regex/multispin_words = regex("like a record baby|right round")
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var/i = 0
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//STUN
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if(findtext(message, stun_words))
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cooldown = COOLDOWN_STUN
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@@ -362,28 +363,30 @@
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cooldown = COOLDOWN_MEME
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for(var/V in listeners)
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var/mob/living/L = V
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var/text = ""
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if(is_devil(L))
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var/datum/antagonist/devil/devilinfo = is_devil(L)
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L.say("[devilinfo.truename]")
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text = devilinfo.truename
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else
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L.say("[L.real_name]")
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sleep(5) //So the chat flows more naturally
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text = L.real_name
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addtimer(CALLBACK(L, /atom/movable/proc/say, text), 5 * i)
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i++
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//SAY MY NAME
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else if((findtext(message, saymyname_words)))
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cooldown = COOLDOWN_MEME
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for(var/V in listeners)
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var/mob/living/L = V
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L.say("[user.name]!") //"Unknown!"
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sleep(5) //So the chat flows more naturally
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addtimer(CALLBACK(L, /atom/movable/proc/say, user.name), 5 * i)
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i++
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//KNOCK KNOCK
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else if((findtext(message, knockknock_words)))
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cooldown = COOLDOWN_MEME
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for(var/V in listeners)
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var/mob/living/L = V
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L.say("Who's there?")
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sleep(5) //So the chat flows more naturally
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addtimer(CALLBACK(L, /atom/movable/proc/say, "Who's there?"), 5 * i)
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i++
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//STATE LAWS
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else if((findtext(message, statelaws_words)))
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@@ -403,11 +406,10 @@
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direction = WEST
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else if(findtext(message, right_words))
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direction = EAST
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for(var/i=1, i<=(5*power_multiplier), i++)
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for(var/iter in 1 to 5 * power_multiplier)
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for(var/V in listeners)
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var/mob/living/L = V
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step(L, direction ? direction : pick(GLOB.cardinals))
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sleep(10)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/_step, L, direction? direction : pick(GLOB.cardinals)), 10 * (iter - 1))
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//WALK
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else if((findtext(message, walk_words)))
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@@ -429,33 +431,33 @@
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else if((findtext(message, helpintent_words)))
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cooldown = COOLDOWN_MEME
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for(var/mob/living/carbon/human/H in listeners)
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H.a_intent_change(INTENT_HELP)
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H.click_random_mob()
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sleep(2) //delay to make it feel more natural
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addtimer(CALLBACK(H, /mob/verb/a_intent_change, INTENT_HELP), i * 2)
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addtimer(CALLBACK(H, /mob/proc/click_random_mob), i * 2)
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i++
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//DISARM INTENT
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else if((findtext(message, disarmintent_words)))
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cooldown = COOLDOWN_MEME
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for(var/mob/living/carbon/human/H in listeners)
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H.a_intent_change(INTENT_DISARM)
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H.click_random_mob()
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sleep(2) //delay to make it feel more natural
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addtimer(CALLBACK(H, /mob/verb/a_intent_change, INTENT_DISARM), i * 2)
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addtimer(CALLBACK(H, /mob/proc/click_random_mob), i * 2)
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i++
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//GRAB INTENT
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else if((findtext(message, grabintent_words)))
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cooldown = COOLDOWN_MEME
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for(var/mob/living/carbon/human/H in listeners)
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H.a_intent_change(INTENT_GRAB)
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H.click_random_mob()
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sleep(2) //delay to make it feel more natural
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addtimer(CALLBACK(H, /mob/verb/a_intent_change, INTENT_GRAB), i * 2)
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addtimer(CALLBACK(H, /mob/proc/click_random_mob), i * 2)
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i++
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//HARM INTENT
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else if((findtext(message, harmintent_words)))
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cooldown = COOLDOWN_MEME
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for(var/mob/living/carbon/human/H in listeners)
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H.a_intent_change(INTENT_HARM)
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H.click_random_mob()
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sleep(2) //delay to make it feel more natural
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addtimer(CALLBACK(H, /mob/verb/a_intent_change, INTENT_HARM), i * 2)
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addtimer(CALLBACK(H, /mob/proc/click_random_mob), i * 2)
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i++
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//THROW/CATCH
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else if((findtext(message, throwmode_words)))
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@@ -475,8 +477,8 @@
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cooldown = COOLDOWN_MEME
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for(var/V in listeners)
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var/mob/living/L = V
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L.say(pick_list_replacements(BRAIN_DAMAGE_FILE, "brain_damage"))
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sleep(5) //So the chat flows more naturally
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addtimer(CALLBACK(L, /atom/movable/proc/say, pick_list_replacements(BRAIN_DAMAGE_FILE, "brain_damage")), 5 * i)
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i++
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//GET UP
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else if((findtext(message, getup_words)))
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@@ -511,8 +513,8 @@
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cooldown = COOLDOWN_MEME
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for(var/V in listeners)
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var/mob/living/L = V
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L.emote("dance")
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sleep(5) //So the chat flows more naturally
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addtimer(CALLBACK(L, /mob/living/.proc/emote, "dance"), 5 * i)
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i++
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//JUMP
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else if((findtext(message, jump_words)))
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@@ -520,33 +522,33 @@
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for(var/V in listeners)
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var/mob/living/L = V
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if(prob(25))
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L.say("HOW HIGH?!!")
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L.emote("jump")
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sleep(5) //So the chat flows more naturally
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addtimer(CALLBACK(L, /atom/movable/proc/say, "HOW HIGH?!!"), 5 * i)
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addtimer(CALLBACK(L, /mob/living/.proc/emote, "jump"), 5 * i)
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i++
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//SALUTE
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else if((findtext(message, salute_words)))
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cooldown = COOLDOWN_MEME
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for(var/V in listeners)
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var/mob/living/L = V
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L.emote("salute")
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sleep(5) //So the chat flows more naturally
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addtimer(CALLBACK(L, /mob/living/.proc/emote, "salute"), 5 * i)
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i++
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//PLAY DEAD
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else if((findtext(message, deathgasp_words)))
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cooldown = COOLDOWN_MEME
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for(var/V in listeners)
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var/mob/living/L = V
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L.emote("deathgasp")
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sleep(5) //So the chat flows more naturally
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addtimer(CALLBACK(L, /mob/living/.proc/emote, "deathgasp"), 5 * i)
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i++
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//PLEASE CLAP
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else if((findtext(message, clap_words)))
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cooldown = COOLDOWN_MEME
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for(var/V in listeners)
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var/mob/living/L = V
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L.emote("clap")
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sleep(5) //So the chat flows more naturally
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addtimer(CALLBACK(L, /mob/living/.proc/emote, "clap"), 5 * i)
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i++
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//HONK
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else if((findtext(message, honk_words)))
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